Gaze typing in virtual reality: Impact of keyboard design, selection method, and motion

Vijay Rajanna, John Paulin Hansen

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

Gaze tracking in virtual reality (VR) allows for hands-free text entry, but it has not yet been explored. We investigate how the keyboard design, selection method, and motion in the field of view may impact typing performance and user experience. We present two studies of people (n = 32) typing with gaze+dwell and gaze+click inputs in VR. In study 1, the typing keyboard was flat and within-view; in study 2, it was larger-than-view but curved. Both studies included a stationary and a dynamic motion conditions in the user’s field of view. Our findings suggest that 1) gaze typing in VR is viable but constrained, 2) the users perform best (10.15 WPM) when the entire keyboard is within-view; the larger-than-view keyboard (9.15 WPM) induces physical strain due to increased head movements, 3) motion in the field of view impacts the user’s performance: Users perform better while stationary than when in motion, and 4) gaze+click is better than dwell only (fixed at 550 ms) interaction.

Original languageEnglish
Title of host publicationProceedings - ETRA 2018 : 2018 ACM Symposium on Eye Tracking Research and Applications
VolumePart F137344
PublisherAssociation for Computing Machinery
Publication date2018
Article numbera15
ISBN (Electronic)9781450357067
DOIs
Publication statusPublished - 2018
Event10th ACM Symposium on Eye Tracking Research & Applications (ETRA 2018) - Warsaw , Poland
Duration: 14 Jun 201817 Jun 2018

Conference

Conference10th ACM Symposium on Eye Tracking Research & Applications (ETRA 2018)
CountryPoland
CityWarsaw
Period14/06/201817/06/2018

Keywords

  • Dwell
  • Gaze typing
  • Keyboard design
  • Mental
  • Motion
  • Multi-modal input
  • Physical workload
  • Virtual reality
  • VR sickness

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